Trp. Jed
09-03-2003, 05:57 AM
Now that they've fixed the mail server and I can post again...
Yes, its sad to see talented modellers go but to be honest, for those that have simply got bored with modelling for DoD I can sympathise.
I'm lucky in that I don't have a life, hence I dont have to feel that the real world has a better reason to drag me away from my computer.
However I must confess that since 3.1 DoD has turned me off a little from modelling a great deal.
I think many people look at the newer games coming out with shiney graphics and great frame rates, then look at DoD and think - what the HECK am I doing with this old piece of ****?
For me, modelling for DoD is a masochistic high. I love nothing better than slaving away for 3 months on a set of player models - hand tweaking every vertex and bone aligment in the pursuit of smoother curved joints.
Not everyone shares my perversion but making a technology do something its not meant to do is all part of the fun.
Even so, with the work I've done on HLMV I've discovered a lot about the internals of Half-Life an realised on a technical level that most of the Half-Life engine as it stands now is a hack.
Bear in mind, its not the DoD team who hacked the engine, Valve did and its things like adding transparency and additive modes which have had some detrimental effects. I wont go over it technically but trust me, to get HLMV to do it is messy so I fear what the internals of Half-Life must look like.
Its also fun to watch the trend since 3.1 came out. MSA was full of people pushing poly-counts and levels of detail higher and higher. The Half-Life engine was pretty fast and could handle it at that time.
However with all the superfluous junk that Valve added to 1.0 they have added a lot of internal "choke" to the HL-engine which means that a lot of CPU time is wasted which makes out high poly stuff a bad thing.
Its therefore interesting to note that since 1.0 came out we went through a stage of cursing the submodel problem, then silence as we discovered our high-poly stuff ran REALLY badly in 1.0 to the situation now where we're release LOW POLY stuff like a 20 triangle v_model garand just to try and eek back a bit of performance.
It is sad to see MSA in decline but its encouraging to see new members who want to get involved asking for help at the same time.
For an engine thats been around since 1999, HL 1 has done well but I think Valve have with the DLL updates to 1.0 put the pillow over the face of their own baby. The DoD team is not to blame, Valve have just tried to ring the last drops out of their technology and kind of killed it by doing too much.
But for those of you leaving you've contributed and learnt a lot while being here so don't let it go to waste. If you need a change, find other mods, other game engines and stay involved because there are too many games out there that are bland and repetitive.
We need modders and modelers who are prepared to rise to a challenge, to push engines as far as they can go and to add some creativity back into computer games.
- Jed
Yes, its sad to see talented modellers go but to be honest, for those that have simply got bored with modelling for DoD I can sympathise.
I'm lucky in that I don't have a life, hence I dont have to feel that the real world has a better reason to drag me away from my computer.
However I must confess that since 3.1 DoD has turned me off a little from modelling a great deal.
I think many people look at the newer games coming out with shiney graphics and great frame rates, then look at DoD and think - what the HECK am I doing with this old piece of ****?
For me, modelling for DoD is a masochistic high. I love nothing better than slaving away for 3 months on a set of player models - hand tweaking every vertex and bone aligment in the pursuit of smoother curved joints.
Not everyone shares my perversion but making a technology do something its not meant to do is all part of the fun.
Even so, with the work I've done on HLMV I've discovered a lot about the internals of Half-Life an realised on a technical level that most of the Half-Life engine as it stands now is a hack.
Bear in mind, its not the DoD team who hacked the engine, Valve did and its things like adding transparency and additive modes which have had some detrimental effects. I wont go over it technically but trust me, to get HLMV to do it is messy so I fear what the internals of Half-Life must look like.
Its also fun to watch the trend since 3.1 came out. MSA was full of people pushing poly-counts and levels of detail higher and higher. The Half-Life engine was pretty fast and could handle it at that time.
However with all the superfluous junk that Valve added to 1.0 they have added a lot of internal "choke" to the HL-engine which means that a lot of CPU time is wasted which makes out high poly stuff a bad thing.
Its therefore interesting to note that since 1.0 came out we went through a stage of cursing the submodel problem, then silence as we discovered our high-poly stuff ran REALLY badly in 1.0 to the situation now where we're release LOW POLY stuff like a 20 triangle v_model garand just to try and eek back a bit of performance.
It is sad to see MSA in decline but its encouraging to see new members who want to get involved asking for help at the same time.
For an engine thats been around since 1999, HL 1 has done well but I think Valve have with the DLL updates to 1.0 put the pillow over the face of their own baby. The DoD team is not to blame, Valve have just tried to ring the last drops out of their technology and kind of killed it by doing too much.
But for those of you leaving you've contributed and learnt a lot while being here so don't let it go to waste. If you need a change, find other mods, other game engines and stay involved because there are too many games out there that are bland and repetitive.
We need modders and modelers who are prepared to rise to a challenge, to push engines as far as they can go and to add some creativity back into computer games.
- Jed